injecting the weird

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BY MONTE COOK INJECTING THE WEIRD

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Page 1: Injecting the Weird

BY MONTE COOK

INJECTING THE WEIRD

Page 2: Injecting the Weird

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Numenera is all about the weird. But what does that really mean? What is “the weird?”The weird is that which makes people realize that this isn’t the present—it’s the Ninth World.

It’s that which makes people think, “Wait, this isn’t standard fantasy or science fiction.” It’s what makes the setting stand out. It’s the stuff that makes players gasp with wonder, wrinkle their foreheads in disbelief, or exclaim with delight. It’s every single example of something that can’t be explained by either a Ninth World character or a 21st-century player, but—if done right—suggests that in a prior world, there was a reason, an explicable cause, or a perhaps mundane purpose to it.

Of course, Numenera didn’t invent the weird. Weird fiction has been around for a very long time. The pulp era, for example, was filled with weird tales. How do you categorize this stuff? It’s hard. It’s like so many things—you know it when you see it.

Sometimes the weird is creepy. Sometimes it’s disturbing. Sometimes, however, it’s merely odd or unexpected. It’s wondrous, imaginative, and out of the ordinary. The weird relies heavily on context. To a Ninth Worlder, is something that turns you into a cloud of animate dust particles weirder than something that allows you to talk to your friend a thousand miles away? Not necessarily. How about a stick that launches exploding balls of fire? We may be used to that kind of thing from other games, but to a Ninth World native, that would be pretty weird.

For our purposes, the weird is the stuff that we—players and GMs in the 21st century, jaded by fantasy and science fiction—find odd, creepy, surprising, unnerving, or out of the ordinary. Sometimes, the stuff that I’ll call “weird” is really not that weird, but it’s an idea you might not have thought of before. It’s the idea that is the key. Ultimately, my own definition is “anything that is inexplicably wondrous.” Not wonderful (because sometimes the weird is decidedly not wonderful) but wondrous—with an emphasis on the wonder. That’s what it’s really about. Something that sends your mind reeling because it’s just so… weird.

Credits

Writer/Designer Monte Cook

Lead Editor Shanna Germain

Editor/Proofreader Ray Vallese

Graphic Designer Nissa McCormack

Cover Art Ben Wootten

Artists Dreamstime Guido Kuip

Jeremy McHugh Kieran Yanner

Monte Cook Games Editorial Team

Scott C. Bourgeois David Wilson Brown

Eric Coates Ryan Klemm Jeremy Land

Laura Wilkinson George Ziets

© 2014 Monte Cook Games, LLC

Numenera and its logo are trademarks of

Monte Cook Games, LLC in the U.S.A. and other

countries. All Monte Cook Games characters

and character names, and the distinctive

likenesses thereof, are trademarks of Monte

Cook Games, LLC.

WHAT IS THE WEIRD?

Page 3: Injecting the Weird

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EXPLAINING THE WEIRDSometimes, coming up with the reasons behind the weird makes for an interesting discovery. If you roll randomly and determine that the NPC the characters encounter has a shadow that doesn’t match his body, perhaps he is actually from another universe and the exotic matter of his physical form doesn’t interact with the light in ways that we expect or understand. Or perhaps it’s not just that particular NPC—maybe the area where he stands is under the effect of a fundamental reality distortion caused by processes created by the ancients for some unknown purpose. (Sometimes the answers simply create bigger questions.)

The actions of the prior worlds created deep, pervasive, and, well, weird changes to the earth. Some of these were intentional, the results of planetary engineering or even reality engineering. Other changes expressed in the Ninth World are long-term, unintentional effects caused by the passage of incredible amounts of time—hundreds of millions of years—and perhaps the actions of people of the prior worlds using vastly different technologies in the same place at very different times. For example, an ancient civilization created a device that drew upon thermal energy in an area where, millions of years earlier, others had used a device that changed the fundamental forces of the universe, and today the two effects have produced a region where the ground flows like syrup.

Sometimes, the weird is utterly bewildering and can’t be explained, at least not by the players or the characters. This makes it just “window dressing” in a way, but dressing that conveys the mood and atmosphere unique to Numenera.

THE POINT OF THE WEIRDUltimately, the point is to reinforce that the inhabitants of the prior worlds were incomprehensibly advanced and alien, as were their motives, actions, and creations.

We can’t ever begin to understand the science behind what they could do or the motivations for why they did it. In some cases, this alien nature comes from the fact that some of the prior worlds were entirely nonhuman, but in other cases, it’s just a reflection of the passage of time. Could a Neanderthal understand how and why you’re reading this Glimmer right now? That’s the kind of thinking that the weird can portray in your game.

RANDOM WEIRDNESSRandomness—or perhaps just the appearance of randomness—is a great tool to use with the weird. Not because it’s truly random (a weird cypher or creature doesn’t just materialize randomly in space in front of the PCs—unless, of course, that’s exactly what it does), but because randomness allows the GM to associate things in a way that she never would have done normally. When a device allowing someone to walk on water shows up in a desert because the GM rolled on a random table, that makes the device seem even more weird.

Thus, the primary focus of this Glimmer is random tables. The vast majority of the entries in the tables aren’t particularly dangerous. They aren’t threats. Many aren’t even what you would consider “encounters,” although certainly some could become encounters. If you want to introduce a more standard combat or interaction encounter, choose an appropriate creature or challenge from another source. These tables are just about introducing weird elements.

Roll on these tables—or pick from them—as you need. They’re great for generating ideas, so even if you don’t use the weirdness as written, the entries might spawn ideas of your own. For some of the tables, particularly those having to do with ancient structures, you’re likely to want to roll twice or more because those places are very weird. And weirdness compounds exponentially.

INJECTING THE WEIRD

Throughout this supplement,

you’ll see page references to various items accompanied by this symbol. These are page references to the Numenera corebook, where you can find additional details about that item, place, creature, or concept.

Maintaining the Weird, page 354

Page 4: Injecting the Weird

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1. Entrance is a sinkhole

2. Entrance is a cave

3. Entrance is a dimensional gateway

4. Entrance is a living mouth

5. Entrance is an excavated pit surrounded by the corpses of dead excavators

6. Entrance is a massive door hundreds of feet across

7. Entrance is an organic membrane that reseals if broken

8. Structure is embedded into a cliff face

9. Structure is completely overgrown with plants

10. Entrance is a crack or hole in the structure’s wall

11. Entrance is at the top of the large structure

12. Impossible to enter unless one’s eyes are closed and ears are covered

13. Impossible to enter unless one is unconscious

14. Impossible to enter unless one is flying or floating

15. Impossible to enter unless one is a certain kind of creature (mutant, varjellen, lattimor, etc.)

16. Structure was once a giant bioengineered creature

17. Structure rests in the middle of a riverbed, the river flowing around it

18. Structure floats 1 foot off the ground

19. Structure floats on water

20. Structure is deep underwater

21. Structure floats very high in the sky

22. Structure floats next to a high cliff face

23. Structure balances impossibly atop a precipice

24. Structure was once a tower, but now lies on its side

25. Structure was once a vehicle

26. Structure was once a bridge suspended high above a chasm

27. Structure’s exterior is made of ice

28. Structure’s exterior is made of energy

29. Structure is invisible from the outside

30. Structure is only two-dimensional on the outside

31. Structure is made of living, engineered plant life

32. Ancient structure is surrounded by a much newer Ninth World structure (now abandoned)

33. Interior is a maze of huge, transparent tubes

34. Structure is a series of power conduits, and one must be transformed into energy to travel through them

35. Entire interior is one huge chamber shaped like an inverted cone

36. Interior is filled with a clear, breathable liquid

37. Interior is entirely vertical without stairs or elevator

38. There are no doors or doorways within, so rooms must be accessed via teleportation, phasing, or wall-smashing

39. Interior walls and floors are made of planes of energy

40. Interior doors are intelligent and telepathic and must be reasoned with to open

41. Blowers blow air in great, constant gusts straight down in every corridor and chamber

42. The atmosphere within does not conduct sound

43. The interior walls are made of a regenerating paperlike substance

44. The interior walls are made of two layers of glass, with fish-filled water between them

45. The interior is an incomprehensible, impossible, non-Euclidean maze

46. Ninth World cultists have transformed the place into a temple, decorating every surface with symbols and icons

47. There are no doors or corridors, but a teleporter in each room is keyed to another room or rooms

48. The entire place is flooded

49. The entire place is half flooded

50. Gravity changes orientation from chamber to chamber

51. Gravity changes orientation in the entire structure at regular intervals

52. Every corridor and chamber is crowded with organic tubes pumping foul liquid

53. Up and down are inverted, so (for example) those within think they enter at the middle and get to the top floor, but they’ve actually reached the bottom

54. Metallic plants grow from the metallic floors

55. The interior floors are uneven, contoured like natural landscapes

56. The interior floors are rounded rather than flat

57. The corridors are cylinders that spin very fast

58. The corridors are diamond-shaped in cross-section with no real “floor”

59. All surfaces are covered in spikes and needles

Asarphans are serpents with mechanical

heads and stingers that genetically alter

their victims.

A WEIRD THING ABOUT THAT ANCIENT STRUCTURE

Page 5: Injecting the Weird

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INJECTING THE WEIRD

60. Although everything is “right side up,” it all hangs from the ceiling—furniture, machinery, etc.

61. Everything is mounted on the ceiling and seemingly upside down

62. Water flows across the ceilings, to a depth of about a foot

63. The interior walls and ceilings are metal, but the floors are soft, warm soil

64. All interior surfaces are soil and provide growing surfaces for strange plants

65. All interior surfaces are incredibly slick—almost frictionless

66. All corridors and chambers are slowly rotating cylinders

67. Walls, floors, and ceilings are made of masses of crawling insects so thick that they are quite firm

68. Randomly placed helmets connect to the ceiling via cables, allowing wearers to access information about the structure

69. Windows in the structure show what was happening outside exactly fourteen and a half hours earlier

70. Interior is dark, and illumination is impossible

71. The only thing visible within are emotions, which appear as different colored lights

72. Filled with icy surfaces and dangerously low temperatures

73. Walls and floors constantly shift, and getting caught in the movement is dangerous

74. Walls reach out with gentle pseudopods to caress those within

75. Interior walls, floors, and ceilings are made of the secretions of a large creature

76. Most (but not all) interior surfaces are covered in thick, shaggy fur

77. Random force fields activate and deactivate, giving and taking away access to areas

78. Space warps within, so that distances seem variable

79. Space warps within, so that directions seem variable

80. Everything inside is covered with hardened slime, so getting access to anything requires cutting into it

81. The interior layout shifts and moves periodically

82. Everything, including corridors, is oriented vertically rather than horizontally

83. Every surface is a touch-sensitive control panel, so just walking activates and changes things

84. All furnishings are living, amorphous blobs

85. All furnishings are made of ice, although the interior is not cold

86. Interior is riddled with corrosion, pitted metals, and jagged edges to the extreme

87. Interior doors open only when presented with a particular badge or device

88. Random words activate sound-sensitive mechanisms throughout

89. Floors within are mosaics of colored lights

90. All that enter are encased in protective shells because the interior is super-hot (or otherwise dangerous)

91. Filled with defensive turrets with energy weapons that attack anything that moves

92. Floors within show a schematic of the structure and where the current position is

93. Screens in each chamber show what just happened in the last chamber explorers were in

94. Interior is akin to a hive, with honeycomb walls, floors, and ceilings

95. Interior is a single shaft lined with conduits and pipes, with small branching chambers and halls extending from it

96. Filled with ancient numenera designed to look like statues and decorative pieces rather than machines

97. Interior radiation can be survived only by those who take DNA-altering injections

98. Entire structure moves from place to place via teleportation

99. Entire structure moves by flying from place to place

00. Entire structure moves from dimension to dimension

For more random weirdness of the Ninth World, check out WeirdOfNumenera on Twitter.

Reducer, occultic cypher: level 1d6 + 2. Complex handheld device that shrinks the user to one-tenth her normal height for one hour. The user retains her mass. The user’s stats do not change, but she gains an asset for stealth tasks and Speed defense rolls.

Page 6: Injecting the Weird

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1. Millions of insects unlike anything found anywhere else flutter about

2. Ringing with music so beautiful it’s painful to leave

3. Nutrients and oxygen are projected into all inhabitants via constant beams of energy

4. Every living thing that enters is transformed into a weird bird-insect creature and returned to normal upon exit

5. Delicious and nutritious fruit grows on the metal walls and ceiling

6. Constantly “rains” an oily substance throughout

7. Everyone entering quickly (and painfully) grows or shrinks an inch, permanently

8. Living creatures teleport to random locations within, at random intervals

9. Incomprehensible machines argue audibly with each other in an unknown language

10. Batlike creatures feed upon the metal machines within

11. Gravity changes in strength at random intervals

12. Living flesh in the structure slowly turns blue

13. A chemical in the interior atmosphere intoxicates

14. A chemical in the interior atmosphere slowly causes illness

15. Nonliving organic matter (such as packs, leather armor, and clothing) slowly discorporates

16. Upon exit, intelligent creatures are shown a vision of their future (may be incorrect)

17. Different chambers cause different mental afflictions to those entering

18. The speed of sound is slowed way, way down, so that sounds come very late

19. Dramatic temperature changes occur, seemingly at random

20. Dramatic temperature conditions move slowly through the structure

21. Normal food cannot be digested within

22. Thinking creatures’ minds are switched at random

23. Prolonged flesh-on-flesh contact results in fusion that is painful to separate

24. Time seems to move at different speeds throughout the structure

25. Creatures age rapidly

26. Creatures age in reverse

27. The words of everyone are translated into a language no one speaks

28. Everyone gains a random mutation that fades when they leave

29. Some (but not all) who enter are incapable of making sounds

30. Random bits of meaningless and confusing information are constantly transmitted into the brains of all within

31. The feelings that those who enter have for each other are randomly altered while within

32. Ghostly creatures move about and carry on their own business, but they cannot be affected or communicated with in any way

33. Random creatures from the surrounding wilderness suddenly appear inside at random intervals

34. Devices randomly emit dangerous energy beams in random directions, accompanied by music

35. All sounds (including spoken words) are repeated again sometime later

36. The walls and ceiling are an acidic ooze

37. Invisible creatures move about on their own business and never interact with others except to jostle, make noise, or move objects around

38. Walls randomly liquefy (splashing a poisonous liquid about), only to reform later

39. Gravity’s orientation depends on the material—organic materials are pulled one way, metal another, synth another, etc.

40. Touching the ceiling is addicting and causes hallucinations

41. The floor constantly flashes with colored lights that are annoying and disorienting

42. Creatures lose their sense of touch and feel no pain

43. Each creature instantly disbelieves in one object it carries and can’t be convinced the object is real

44. Sexual drives are greatly enhanced

45. Although they appear solid, all surfaces are extremely elastic (but do not break)

46. Creatures suddenly remember where they lost something in the past

47. Creatures experience visions of their own birth over and over

48. If four or more thinking beings concentrate on someone outside the structure, that person is brought to them, but he can immediately return if he wants to

49. Groups of individuals slowly begin to think of themselves as a single entity

50. Everyone becomes telepathic until they leave

51. Some entering become immediately convinced that they have been here many times before

Oddity: a small metal ball that, if dropped or thrown, lands five

minutes in the future.

A WEIRD THING GOING ON INSIDE THE STRUCTURE

Page 7: Injecting the Weird

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INJECTING THE WEIRD

52. Ghostly sounds and voices are heard, but the sources are never found

53. Everyone can fly until they leave

54. Portions of the bodies of those within become permanently invisible

55. Random objects brought in are transformed to a different substance

56. Metal becomes brittle

57. Mirrored walls reflect only certain colors

58. Synth becomes rubbery and pliable

59. Creatures and objects instantly and permanently change color

60. Creatures gain some form of permanent synesthesia

61. Some creatures that enter gain amnesia until they leave

62. Everyone gains memories that are not their own

63. Creatures spending more than six hours within begin to reproduce asexually via budding

64. Candles and other flames burn endlessly within

65. Dangerous electricity arcs across the rooms and corridors, seemingly at random

66. Screaming echoes throughout the place, but the source can never be found

67. Cast-off and broken cocoons litter the floor

68. Fist-sized red gemstones clutter the place but turn to powder if removed

69. Damaged automaton moves about, utterly unaware of explorers

70. Defense system fires beams of destructive energy at anything that is red

71. Vents pump out memory-altering gas

72. Anything made of wood ceases to exist inside (but returns to normal outside)

73. Large mirrors on walls display x-ray reflections, showing the insides of people and objects

74. Central area is a true vacuum accessed via airlocks

75. Liquid-filled tanks hold ancient creatures in suspended animation

76. Still-functioning equipment is a transmitter keyed to another dimension

77. Giant globe shows what the earth looked like 500 million years ago

78. Tiny glowing frogs infest the entire structure

79. Recently dead reptilian creature has synth tendrils and eyestalks sprouting all over its body

80. A hard crust slowly grows over the bodies of all who enter

81. It’s impossible to scratch, stain, or otherwise mar or damage anything in the structure

82. Machine generates static, which takes on a physical form of ultrathin metal wire twisted upon itself

83. Curtains of living plasma guard certain areas

84. Matter randomly becomes energy and vice versa

85. Walls are covered in graffiti that is ancient but far newer than the structure itself

86. Automatons made of smoke utterly ignore intruders

87. A variety of organic eyes stare down from the ceiling

88. Huge mausoleum filled with the remains of tens of thousands of corpses, none of them human

89. Headless, legless rodents roll about the structure

90. Paths of movement within the structure are traced in thin red lines that trail behind the moving creature or object

91. Vivid memories triggered in people’s minds make it difficult to perceive actual reality

92. Those who enter begin to randomly (and painfully) grow feathers

93. Holographic images display meaningless and incongruous scenes of unidentifiable creatures and situations

94. Pits open to randomly dump intruders into the workings of giant machines, eventually to be incorporated into the mechanisms

95. All who enter henceforth must imbibe liquid methane to survive (unless the condition can be reversed)

96. A constant droning sound is heard at all times while within and for 1d20 days after leaving

97. After exiting, explorers find that animals and children shy away from them

98. It’s impossible to sleep within the structure, although the reason can’t be determined

99. Those exiting the structure are carriers of a disease that causes chronic weariness and turns exhalations visibly blue

00. One dead person known to a random explorer who enters the structure is alive again when the explorer exits (time has been altered)

The vutshal are a race of mechanical beings that nevertheless reproduce sexually and rear children from infancy to adulthood, which takes more than one hundred years.

Page 8: Injecting the Weird

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1. Bush’s flowers open, and each emits a different musical note

2. One tree in a copse blows in an unfelt wind while the rest are still

3. Trees and plants in an area appear to be melting despite normal temperatures

4. The depth of a pond with no inlet seems to be raised or lowered about a foot a day

5. Hole in the middle of a rock opens, revealing a tiny tunnel

6. Alien spacecraft descends from the sky

7. When cut, a tree bleeds what looks like animal blood

8. Vine winds its way through midair

9. Antlike insects construct a huge nest of mud that looks like a human face

10. Glowing red crystals erupt from the ground

11. Fungal spores cause tiny mouths to erupt on flesh and cry out

12. Lake contains inhabitants that are far too large to make logical sense

13. Small ravine where gravity reverses for one second at the same time every day

14. People pound on the inside of a transparent, soundproof, impenetrable energy dome

15. Mist forms tendrils that follow people traveling through the valley

16. The “water” in a small lake can’t be touched—it moves away from any attempt

17. All the small animals in a forest are actually automatons

18. Meteor strikes the earth, and the spot where it lands becomes freezing cold

19. Small village is populated entirely by artificial constructs that reproduce sexually

20. Spring-fed pool starts to flow up into the air for a moment at random intervals

21. Hill where the bright orange soil slowly eats away at any metal it touches

22. Large but innocuous serpent with symbols of light on its scales, glowing from within

23. River freezes over randomly

24. Humanlike creatures cavort in a clearing, but they are as intelligent and skittish as deer

25. Lake has no surface tension, so nothing floats on it

26. Vents in the ground emit gas that drives creatures mad

27. Pit seems to have no bottom and is always enshrouded in mist

28. Small, innocuous mammal seems to trail fires wherever it goes

29. Strange, floating lights bob about but can never be caught

30. Occasionally, random inanimate objects vibrate violently in the area

31. The trees look too much like people (with faces, hands, etc.) to be a coincidence

32. A huge stone has a humanlike face on one side that sometimes mouths unknown words

33. Innocuous-looking animal is intelligent and erudite (but not a threat)

34. A small stone monument near which sound turns into physical matter (usually soft foam)

35. Pool filled with water that is solid but is not ice

36. Time moves a little more quickly in a secluded glen

37. Trees’ branches bloom with gas-filled sacs that explode if touched

38. Berries on a bush cry like baby animals

39. Fruit in a tree gives an ability like a random cypher

40. Eggs on the ground are hatching, and tiny beings of light are emerging

41. Giant spiderwebs fill the forest, but no spiders can be found anywhere

42. Reeds and plants floating in the pond form the shape of unknown animal heads

43. Space is distorted in an open field so that north–south seems twice as far as east–west

44. Grotto stores the minds of anyone who dies nearby in what appear to be rocks

45. Bird swoops at those who come too close to its nest, and anyone touching it is teleported 100 miles away

46. Fungal growths cover everything, and most patches or fruiting bodies bear a single human eye that watches

47. Plants grow inside fragile, membranous bubbles that float through the air

48. Wind direction changes constantly and randomly

49. Bits of an ancient ruin dot the landscape but cannot be touched or interacted with in any way

50. An ancient road winds its way through a lovely glen

51. The night sky, viewed from within a particular vale, has entirely different stars

52. Regardless of climatic effects, an open field is always shrouded in mist

53. Landscape is a jumble of synth and metal wreckage, but plants thrive there anyway

54. Hill is actually an ancient artificial dome, covered with a thin layer of soil and plants

55. Cliff wall is actually the side of an ancient building

The armies of Warlord Ushmalk

wear armor made from the glistening red shells

of large crustaceans called gillurn.

A WEIRD THING OUT IN THE WILD

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INJECTING THE WEIRD

56. Animals and insects in the small glen are utterly silent

57. Animals in the area are extremely tame and docile

58. Normally docile animal attacks savagely (but likely ineffectually)

59. Unique tree is intelligent and telepathic, but relatively uninterested in the world

60. Cypher lies inexplicably in the grass

61. Grass is razor sharp

62. Fish briefly fall from the sky like rain

63. Obviously wet, amphibious creatures live in a dry desert

64. Pools of fresh blood dot the ground

65. Lone metal monolith shows images from the childhood of anyone gazing upon it

66. Some of the animals in the area are intelligent holograms

67. Two otherwise normal animals are fused together but somehow survive

68. Clearing appears to be the scene of a recent battle involving very strange energy weapons

69. Innocuous animal is intelligent and can speak, but it doesn’t believe that humans are real

70. Nonaggressive, floating sphere creature with many eyes watches passersby

71. Otherwise normal trees flash with inner red lights (clearly mechanical)

72. Recently built, isolated temple or monastery stands empty, the inhabitants curiously absent

73. River is made of a toxic, greenish-yellow sludge rather than water

74. River’s waters speed up and slow down inexplicably

75. Layer of salty crust covers everything (including living creatures)

76. Absolutely everything in an isolated region seems to be the wrong color

77. Temporal stutter causes travelers to pass through the same small region 1d6 + 1 times

78. Earthquake uncovers a long-buried structure

79. Pool of tarry black substance traps passersby

80. Sinkhole opens up, dumping the characters into an ancient structure

81. Small lake quickly drains while the characters watch

82. Pool shows the thoughts of anyone standing near it

83. Recently dead corpse of a woman is fused with a tree

84. Dead explorers lie near a glowing crystal

85. Group of bandits attacks, but before any of them can strike, each bandit mysteriously drops dead

86. Old woman in a shack claims to know the future, but all of her predictions are wrong (though almost right)

87. Wounded man on the road asks for help, tells a story, and then turns to dust and blows away

88. Small farmstead where a family raises a herd of giant insects

89. Traveler on the road looks just like a friendly local in the last village but has no knowledge of that person

90. Traveling merchant sells a concoction that makes anything transparent for a time

91. Despite the dangerous wilderness, a lonely farm never seems to have any trouble

92. Farm raises cybernetic livestock

93. Farm grows extremely poisonous crops, which the farmers and their families can eat safely

94. Farm grows fungus underground, although the farmers live aboveground

95. Isolated cult’s temple slowly sinking into a bog is half submerged, but the cultists refuse to leave

96. Isolated cult worships ugliness and deformity

97. Isolated cult worships a mysterious monolith

98. “Wizard’s Guild” dwells within a tower incorporating a great deal of numenera

99. Monks in a monastery spend all day meditating on moving the world back in time

00. Hidden school teaches students to control the weather

Crystallization beam, artifact: level 1d6 + 1. Handheld device that projects a ray inflicting damage equal to the artifact level. Wounds transform living f lesh to crystal, which then shatters on the next round, inflicting the same amount of damage again. Depletion: 1 in 1d10.

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1. Shimmering blue creature that seems to almost become invisible when it turns slightly

2. Bird like a stork with a nimbus of brilliant light around it at all times

3. Fish that “swims” through the air

4. Rodent with a hundred legs like a centipede

5. Two-headed, cranelike bird that can heat liquids it touches to boiling (which does not harm it)

6. Creature that flitters in the wind like a discarded piece of paper

7. Tiny, monkeylike reptile that lives in trees

8. Four-winged bird whose presence enhances mental processes in other creatures

9. Serpent whose exhalations are blue smoke

10. Monkeylike creature that can mimic human voices perfectly

11. Fluttering butterflylike creature whose presence disrupts electronic numenera

12. Antlike insects that prefer to live in the ears of large, warm-blooded creatures

13. Reptile that spits foul-smelling blood to drive enemies away

14. Horselike mammals that are only a few inches tall

15. Jellylike thing that lives beneath stones and burns flesh

16. Broad, tortoiselike creatures that usually sport colonies of lichen on their shells

17. Small primate with a vastly oversized head and even more oversized eyes

18. Small reptiles that eat pure minerals (but nothing artificially worked or produced)

19. Six-legged, five-horned cattle that leave hoofprints that glow orange for a few hours

20. Vulturelike bird with four legs and a long, prehensile tongue

21. Tiny, hairless mammals that build webs like spiders

22. Serpent that can split into two separate creatures

23. Small mammal covered in armored plates in addition to fur

24. Cyclopian, three-horned, four-legged mammal

25. Wolf with a body like a deer

26. Innocuous-looking, rabbitlike mammal with enormous teeth

27. Almost balloonlike bulbous creature that floats in the air

28. Hairless hound with wrinkled skin and large ears

29. Deerlike mammal that walks upright on rear legs

30. Bulbous, almost amorphous amphibian

31. Large reptile with a tentacle-covered head

32. Tree-dwelling mammal with bright pink and purple fur and four eyes

33. Furry crustacean that disrupts thoughts in nearby mammalian brains

34. Floating black blob

35. Large arachnid with a pair of somewhat birdlike heads with sharp beaks

36. Serpent with color-changing scales

37. Fish with a humanlike head

38. Tree-dwelling spider the size of a human (but harmless)

39. Fish that looks (and moves) very much like a bat through the water and even up into the air

40. Huge furry insect that emits a low, resonant hum at all times

41. Spiny reptile with six legs, three eyes, and a penchant for climbing into bedrolls and other warm spots

42. Flying insect with a hawklike head and beak

43. Fish with one very large, prominent eye

44. Burrowing mammal with a single eye on a long stalk

45. Toadlike animal with a spiky shell that can swallow stones and spit them back out

46. Worm with six legs that each branch off into six smaller legs

47. Large, multicolored insect with a prehensile tail ten times longer than its body

48. Swarm of mothlike creatures that somehow absorb light

49. School of small fish that lives inside a much larger fish, leaving and returning through special orifices

A WEIRD (BUT NOT PARTICULARLY DANGEROUS) CREATURE

Memory milk, anoetic cypher: level

1d6 + 2. Luminescent milky f luid that, if drunk, causes the

imbiber to vomit a soupy mixture that

contains copies of all his memories, which

can be accessed by drinking the mixture.

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50. Oxlike mammal with bulbous, transparent sacs on its sides where its partially digested food can be seen

51. Huge armored arthropod that uses six pincers to pull leaves off of trees to feed

52. Antelope with an elephantlike trunk and long, violet hair

53. Fish that can poke its head up from the water and mimic other animals’ sounds

54. Froglike amphibian with a single horn

55. Small, flightless bird that is drawn toward human brain waves and gains sustenance from them

56. Reptile that can detach its head, which has its own limbs, and rejoin the parts

57. Large, web-building spider with tentacles rather than legs

58. Insect swarm that moves as a single mass along the ground, as if one creature

59. Spiky hog that exudes a euphoric gas

60. Long-bodied mammal with a long, sail-like fin

61. Bird with a serpent’s head and neck

62. Froglike thing with leathery wings

63. Tree-dwelling, feathered octopus

64. Wolf with birdlike legs and talons and a long, serpentine neck

65. Extremely long and thin ferretlike mammal with six legs and milky blue fur

66. Kangaroolike reptile that can turn completely invisible

67. Small primate with multiple pouches for young and a tail that looks very much like a poisonous snake

68. Aquatic mammal that is similar to an anteater and has some telekinetic abilities

69. Tiny amphibian that feeds on synth and artificial oils

70. Serpent with two tails that can raise the temperature around it to uncomfortable levels

71. Large, predatory cat that has hands with opposable thumbs and an almost simian head

72. Metal-eating mammal that looks like a furred theropod with massive claws

73. Globular flying insect with the ability to manipulate magnetism

74. Mammal with a large head, four spiderlike legs sprouting from the top of that head, and a tiny, limbless body

75. Bird whose call calms most creatures around it, putting some to sleep

76. Reptile that can generate a powerful electrical charge between its front legs

77. Telepathic deer (but with normal deerlike intelligence)

78. Hippolike creature with six legs and a massive head that somehow produces vast quantities of water, pouring out of various orifices

79. Slinky little tree-dwelling mammal that can teleport short distances

80. Multidimensional serpent that fuses itself with other creatures in an inexplicable symbiosis

81. Burrowing reptile that can transform solids it touches to gas

82. Four-legged mammal with no tail and four furry tentacles on its back

83. Single reptilian eye that can phase in and out of reality

84. Sheeplike creature without limbs that moves its body telekinetically

85. Bird that can produce large and terrifying holograms

86. Mollusk that lives beneath large rocks, feeds on lichen, and is moderately intelligent

87. Froglike creature that exhales a powerful hallucinogen

88. Large insects with broad, almost batlike wings that build nests out of synth high in trees

89. Bearlike creature with armored plates and eyes that can detach from its body, fly around, and rejoin it

90. Long fish with clawed tentacles that can temporarily breathe air

91. Amphibious, badgerlike mammal with the ability to produce inky black clouds to hide itself

92. Large, flightless bird with a thick horn atop its head and clawed limbs rather than wings

93. Flat, broad fish with a snakelike head and neck

94. Sphere of hardened flesh with multiple eyes and one long tentacle

95. Green, lustrous, smooth-sided pyramid with many insectlike legs

96. Round, flat, fleshy thing that flutters across the ground, eating anything small it finds

97. Furry torus with four legs and eyes spaced equidistant around its odd body

98. Beaked reptile without wings that can fling itself high into the air and land safely

99. Symbiotic patch of flesh that grafts onto other animals

00. Huge froglike thing with multiple insect legs, each ending in a humanlike face

Oddity: injection that makes the user’s voice ten times louder than normal for a time. 1d6 + 2 doses.

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1. A whispering voice speaks from within a deep well

2. The waters of a fountain sometimes consume people (sending them to another dimension)

3. One particular street wraps around itself like a Mobius strip

4. Important resident has a single eye on a long eyestalk

5. Important resident lives within a transparent sac inside another creature that must vomit him out to speak with anyone

6. Merchant sells seeds that grow into small, living buildings

7. Merchant sells glowing insects in jars that dim when mutants are near

8. Merchant sells plants that glow as brightly as a glowglobe while alive

9. Merchant sells pills that allow you to forget one hour of your choosing

10. Merchant sells knife that cuts only synth

11. Merchant sells caged bird that sings only when it cannot see another creature

12. Merchant sells powerful artifacts and cyphers that work only in her presence

13. Farmer sells produce that tastes delicious but fades away rather than spoils

14. Farmer sells insects that he claims are tastiest when eaten alive

15. Resident has a pet that looks like a goat with an insect’s head

16. Aeon Priests have erected a tower emitting transmissions that give pleasant dreams

17. Aeon Priests have equipped everyone in town with camera implants

18. Aeon Priests have replaced the lower half of each resident with a four-legged reptilian body

19. Aeon Priests have equipped everyone in town with a powerful healing injector for emergencies

20. Fifty years ago, Aeon Priests arrested aging in the town, but the process is now lost

21. Marketplace has elaborate theft-detection security devices

22. Constabulary has a flying platform from which to monitor the city

23. All wealthy people in town have slave creatures that can teleport themselves and their masters

24. All wealthy people in town have crystals embedded in their flesh

25. Merchant caravan arrives in town, using a travonis ul as a beast of burden

26. Traveler arrives in town and announces that a horde of tiny, ravenous worms is on its way

27. Troupe of mechanical acrobats and thespians arrives in town

28. Strange lights are sometimes seen floating down dark alleyways at night

29. Prophet foretells doom, predicting that huge fists will come down from the sky and kill everyone

30. Sickness in town makes the eyes of those stricken turn black and fall out

31. Water in the fountain in the town square glows in the dark

32. Woman carries a large insect in her arms and insists that it’s her child

33. Small child glows with an eerie blue luminescence

34. Vendor sells tasty brew that turns flesh bright red for one hour when imbibed

35. Vendor sells soup that, if eaten, makes one smell incredibly pungent for the rest of the day

36. Vendor sells people mysterious exact duplicates of things they already own

37. Everyone seems to be obsessed with playing a particular kind of strange flute

38. Everyone worships a metal egg of great size in the city center, along with what they believe will emerge from it

39. Back alley is filled with dozens of recently severed fingers

40. Section of a street is always illuminated in a greenish light

41. Streets are paved in synth

42. The city is covered in fungal growths

43. Numerous large, noisy birds nest in the city, disrupting everything

44. Many of the ancient buildings are made of indestructible glass

45. Plants in the city quickly wither and die

46. Milk curdles near one particular home, and people suspect a witch

47. Some of the oldest buildings are made to look like giants

48. All the buildings are cones, wider at the top than the bottom

49. The town is built among the branches of a very large tree

50. The city is built into the side of a cliff, more vertical than horizontal

51. The city is a single, massive tower

52. A large metal dome encloses the city

The buildings of the city of Killuk in the Beyond are made

from living fungi and lichen, and the entire

city is suspended over an enormous canyon by tens of

thousands of organic, rootlike strands.

A WEIRD THING ABOUT THAT VILLAGE/TOWN/CITY

Page 13: Injecting the Weird

Reading these briefs from a billion years in the future is putting neuronal tags in your brain designed to enable eventual datasphere upload.

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INJECTING THE WEIRD

53. A wall around the city is built to resemble the coils of a massive serpent

54. The city is surrounded by a wall of solid sound

55. All the buildings are underground, with hatchway doors giving access to each

56. The city is built amid the jagged metal ruins of a huge, ancient structure

57. The city is built amid the petrified bones of an impossibly huge creature

58. The city is built amid a series of natural gas vents

59. For defense, the city is surrounded by a field of fungus with poisonous spores

60. Religious festivals involve exposing a few children in the city to a gas that mutates them

61. The city is a series of towers joined by elevated walkways

62. The city’s police force and guardians are inhuman creatures

63. Populace of the city use giant armadillolike creatures as mounts and beasts of burden

64. Leader of the city is a fused entity of six different people

65. Leader of the city is a superintelligent machine

66. Leader of the city has her consciousness infused in every structure

67. Leader of the city is a giant sluglike creature with an army of maintenance worker drones

68. All leaders of the city are octopoidal creatures in liquid-filled tanks

69. Resident has a pet that looks like a cat with the head of a human infant

70. The walls of a building are covered in graffiti that appears to have been written by one of the PCs

71. The city has a machine that keeps the weather pleasant all the time

72. The city moves very slowly—no more than an inch a day—across the landscape

73. It’s the fashion there for everyone to speak in rhyme

74. Residents want to burn a man and woman they believe to be evil witches

75. Criminal has been stealing people’s hair while they sleep

76. Burglar who walks through walls is hunted by local constables

77. Numenera possession has recently been criminalized

78. People are healthy, despite a deeply jaundiced appearance

79. People in the city are nonhumans in human guise to protect them against prejudice, not for sinister ends

80. Residents wear masks and helmets made from giant insect carapaces

81. Residents have a tradition of wearing lots of garish face paint and cosmetics

82. Everyone in the small town goes to sleep and wakes up at precisely the same moment

83. Many people in town appear to be exact duplicates

84. Many people in town have prosthetics made of bio-crystal

85. Religion in the city worships the passage of time

86. Religion in the city worships the concept of worship

87. Religion in the city worships a damaged automaton as a god

88. Religion in the city worships the sun, and their temple bears a giant magnifying glass lens

89. Nanos are looked upon as demigods

90. City is built on the carcass of a giant creature, feeding off its flesh and using its bones for materials

91. City is built atop a massive stone statue of a nonhuman creature

92. City is located within the folds between dimensions, accessed only through a series of gateways

93. All residents of the city bear the same scar on their heads

94. Everyone in town has their brain attached to a central mechanical brain via long cords

95. Helium-filled balloons are used to reach the tops of tall, ancient towers without staircases

96. City is always warm, thanks to a subterranean numenera device of great power

97. Huge, ancient arch of synth and glass arcs above the entire city

98. Town is infested with rodents that feed on glass and synth

99. Human residents believe visitants and abhumans are demons and must be stoned to death

00. Automatons entering town are immediately attacked by vicious, metal-beaked birds that carry off the parts they tear away

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1. Automaton has a screen in its chest or front that shows a stereotypical human villain’s face

2. Automaton has human bones or a skull incorporated into it

3. Automaton is “pregnant” with a human baby

4. Automaton is fueled by animal blood

5. Automaton is made from a hodgepodge of bits and parts

6. Man wears only a kilt, with an array of metal cones and antennae instead of a head

7. Woman wears armor with a large blank helm, and her head is a jewel in which her consciousness is stored

8. Hulking brutes have the heads of human infants

9. Tall, thin man has no eyes

10. Otherwise normal human woman has a large insect head with antennae and mandibles

11. Woman has flower-shaped scars all over her body

12. Man’s tongue is twice as long as normal

13. Woman can make other people’s hair grow faster

14. Man can speak any language, but has no idea why

15. Important woman speaks so quickly that few can understand her, so a translator accompanies her

16. Woman wears a flowing gown that allows her to float 2 inches off the ground

17. Man wears a full helmet with a single eyehole

18. Woman requires a device like a gas mask to breathe in this atmosphere

19. Man has one arm that is 1 foot longer than the other

20. Woman’s head is a giant metal pyramid

21. Man has eyes that float 2 inches in front of his eye sockets

22. Woman has one invisible leg

23. Small creature similar to a housecat is intelligent and speaks

24. Small, nonflying insects orbit a fat man’s head

25. A bestial brute, not even capable of using weapons or tools, has an obvious numenera implant in his temple

26. Everyone a woman touches gets hives

27. Everyone a man is near smiles uncontrollably

28. Woman has a face that is impossible to remember if you turn away

29. Leaves and flowers grow out of a man’s flesh

30. Woman’s voice is out of sync with the movements of her mouth

31. Yellow blob of ooze is intelligent and speaks

32. Adult male looks like a three-month-old infant, but he can walk and talk

33. Woman’s head detaches from her body, grows insect legs, and scuttles away

34. Man’s head is fake, and his real face is on his chest

35. Woman’s entire body is a numenera machine housing her real body—emaciated and tiny—within

36. Insects scuttle across a man’s body, but he doesn’t appear to notice

37. Woman wears a mirrored helmet that reflects everything but what she looks at

38. Man’s eyes are actually mouths, and his mouth is an eye

39. Woman’s face is covered in tattoos of words describing her

40. Man has small antlers

41. Woman can change her eye color at will to any color she chooses

42. Woman wears transparent platform shoes that contain small animal cages inside them

43. Man wears a synth mask that looks exactly like his own face, but he insists that it looks completely different

44. Woman insists that invisible creatures are following and watching her

45. Man’s shadow does not match his body

46. Woman’s accent keeps changing

A WEIRD NPC

Amid a number of normal trees grows an

enormous pale white plant that completely

absorbs small creatures that venture too close.

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47. Man doesn’t speak but conveys messages by drawing in the air with light

48. Woman leaves a trail of twinkling red lights behind her like a wake

49. Man grows slowly but visibly taller and then shorter

50. Woman believes that she is from the distant past

51. Clearly human man insists that he is not human, just trapped in the body of one

52. Pregnant woman wears a device around her belly to protect her unborn child

53. Man’s arms are skeletal but still functional thanks to a stasis field around them

54. Person whose consciousness is infused in a seemingly mundane item can speak telepathically

55. Hermaphrodite is split vertically, so the right half is feminine, and the left half is masculine

56. Wildly arrogant man is very proud of the stars that he has placed in the sky

57. Woman is actually a just-born, vat-grown replicant, trying to fit in by mimicking those around her

58. Man’s flesh constantly erupts in pus-filled boils

59. When not doing something else, woman constantly counts, but she won’t say why

60. Man is dressed in outfit made from still-living animals

61. Man is clothed in nothing but mist that follows him, draping him perfectly

62. Woman’s clothing is made of metal, but she somehow makes it supple enough to move

63. Woman has two tongues

64. Crystals leak like tears from a woman’s eyes

65. Man’s skin temperature is so warm that he’s painful to touch

66. When man speaks, he seems to have two voices that speak in concert

67. Woman’s arm hangs uselessly, hardened to a stonelike substance

68. Man keeps pausing in conversation because he is in the middle of multiple other—telepathic—conversations

69. Woman has a crippling fear of any and all numenera

70. Man claims to be untethered in time

71. Woman claims to be only a few months old, artificially aged

72. Man is uninterested in anything other than the insect buzzing around his head

73. Varjellen with insomnia hasn’t slept for weeks

74. Lattimor has cybernetic implants that make the bursk–neem bonding more difficult

75. Mass of various fungi can speak, but their primary method of communication is odor

76. Woman is thin and extremely tall, and her movements are slow and awkward

77. Man speaks backward

78. Woman is only partially in phase—her feet sink a few inches into the ground

79. Man has only a few moments of short-term memory

80. Woman’s flesh is covered in a thin layer of flexible, shiny metal

81. Woman wears a terrifying inhuman mask all the time

82. Man falls asleep in the middle of conversations and even activity

83. Man is blind but tries to cover it up

84. Woman has lost her legs, but two short men that she refers to as Right and Left carry her wherever she needs to go

85. Man feeds on intoxication and blows green smoke from his hooka pipe that intoxicates others (but not him)

86. Woman addicted to a narcotic tries to sell a tiny automaton that is crying in despair

87. A swirling mass of misty tendrils has a central brain bobbing in the cloud

88. Man regards emotion as beneath him

89. Woman gains all sustenance directly from the sun

90. Gelatinous blob holds a human head and some limbs within its mass, claiming that they once belonged to it

91. Man can detach and reattach his limbs

92. Woman has eyes in the palms of her hands, but not on her head

93. Man can transform portions of his body to energy

94. Woman is very slowly disintegrating

95. Small fires ignite around woman for no visible reason

96. Man is accompanied by an inhuman brute companion

97. Woman has a pair of defensive automaton bodyguards

98. Man has a pet that resembles a very large earthworm

99. Woman is entwined in the vines of a trained carnivorous plant that protects her

00. Man can recover from any wound, injury, or illness

Nevei Diiv is followed around by a f loating metal replica of her own skull and spine.

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1. Has a bizarre, asymmetrical shape of white synth

2. Looks like metal, but is actually living, organic tissue

3. Made of translucent, organic sacs and tubes

4. Made of glass globes connected by synth wires and metal chains

5. Made of blue synth in the shape of a naked human male

6. Has an extraneous analog 26-hour clock built into its outer surface

7. Outer surface covered in blades and spikes

8. Made of green crystals that show different (irrelevant) scenes in each facet

9. Hops three times if placed on the ground

10. Leaves a dark stain if placed on a surface for more than an hour

11. Slightly intoxicates all creatures within immediate range

12. Pieces both inside and out are in continual motion to no discernible effect

13. Powerfully magnetic

14. Always inexplicably slippery

15. Incorporated into a wooden box (of recent manufacture) with mystical runes

16. Made of glass with tiny insects crawling around inside

17. Amorphous

18. Always very warm

19. Always very cold

20. Clings to any flat surface

21. Hovers in the air if a switch is pressed

22. Covered in a thin, rubbery plastic coating

23. Produces random sounds at random intervals

24. Fills the air with greenish smoke when used

25. Outer casing made of bony ridges

26. Has a humanlike eye that watches the user constantly

27. Has an otherwise extraneous screen that shows images of small, cavorting people

28. Smells of lilac

29. Looks and acts like a 2-foot-long earthworm

30. Gives user a powerful sense of euphoria when used

31. Gives a terrible rash to any flesh touched

32. Anyone viewing it inexplicably desires it

33. Deactivates one random nearby device when used

34. Speaks in a monotone, using an unknown language

35. Gives anyone touching it a mild cold for 28 hours

36. Convinces anyone touching it that it will allow them to fly (it doesn’t)

37. When used, the user winks out of existence for one round

38. Hums a resonant tone unless used

39. Made of reflective black metal

40. Sweats

41. Fashioned to look and function like a decent broadsword (item is not a weapon)

42. If left unattended, it slowly spins

43. Over time, user begins to believe that out-of-phase, three-armed, blue-skinned humanoids are following her

44. Is as soft as a pillow

45. Very large device folds up small enough to put in one’s pocket

46. Drips with delicious fluid

47. Sprays oil from an extraneous nozzle when used

48. Fills the mind of anyone touching it with the memory of using it, even though they never did

49. Creates mental images of vicious, prowling creatures around the user that only the user can see

50. Gives anyone carrying it severe heartburn

51. Using the device induces sexual arousal

52. Turns to liquid after use

53. Made of chitinous shells

54. Mentally broadcasts to all creatures in immediate range that it is a deadly weapon (it may or may not be)

The explorers f ind an ancient chamber where a tiny crystal hangs from a chain. The crystal contains

another chamber, accessed by touching

the crystal and activating it with the

password. The interior chamber is larger

than the original, and hanging within it is

another crystal, which contains another room

(larger still) with a crystal… and so on.

A WEIRD ASPECT OF THE DEVICE

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55. While touched, it slightly improves the user’s vision

56. Disappears when user wishes it, reappearing in her hand when she desires

57. Made entirely of plantlike fibers

58. Bundle of exposed wires and cracked housing randomly gives off sparks and mild shocks

59. Glows with a faint greenish light

60. Made of hardened fungus

61. Speaks nonsense to user telepathically

62. Pulses as if it is breathing

63. Grows roots and shoots over time

64. Leaks black, inky fluid from time to time

65. Disappears for a few minutes every day

66. Made of solidified foam and is extraordinarily light but durable

67. Features a large prism at its center

68. Extraneous parts are removable

69. Crawls with worms that live within and on it

70. Fashioned to look like a serpent

71. Appears to be fashioned from dried flesh, bones, and gristle

72. Covered in unknown graffiti

73. When first touched, it’s so hot that it burns flesh, and afterward, it’s normal

74. Every time it’s used, it produces a completely different effect

75. Creates a brief window (not a door) to another place/time/world whenever it’s activated

76. When activated, puts the user in temporary mental contact with a random intelligent creature on the planet

77. User is famished every time the device is used

78. Lightly adheres to any smooth surface

79. Clings to flesh

80. Functions twice as effectively if within immediate range of another device, which seems to have no other purpose

81. Vibrates so forcefully that it’s difficult to hold

82. Randomly leaps into the hands of anyone who has it stored on their person

83. Continues to appear amid the user’s possessions no matter what is done to get rid of it

84. Carved with dozens of human faces

85. Increases in weight by a thousandfold for a random few minutes every day or so

86. Exposed components seem fragile and sensitive

87. Wobbly, as if a few screws are loose or missing

88. Only functions if pointed in a specific direction

89. Smells of burned nuts

90. Attracts flies

91. Made of glass with swirling colors within

92. Functions properly only when the user is inebriated

93. Item is a pair of vibrating crystal shards that defy gravity and always remain within 5 inches of each other

94. Item is a living toadlike creature

95. Item is a transparent cylinder filled with living insects

96. Item is a sealed synth canister filled with loose orbs the size of marbles

97. Item is a metal cube that is searing hot on one side and freezing cold on the other

98. Item is made of solidified sound

99. Item is made of solidified light

00. Item is made of solidified liquid

Green fruit from the gavorin tree gives the eater very limited, very unreliable, and very temporary access to the datasphere.

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WEIRD CHARACTER OPTIONSAlthough Numenera is mostly about fairly normal characters exploring a weird world, sometimes it’s fun to have the characters also be weird. As examples of how that can be done, this section presents a new descriptor, Weird, and two new foci, Masters Insects and Sees Beyond.

Some of the foci in the game are pretty weird already—Exists Partially Out of Phase comes to mind, as does Howls at the Moon. But if you want to keep pushing that envelope, it’s not hard to conceive of foci that allow characters to do stranger and stranger things, like create transdimensional portals or sing mind-influencing songs. The options presented here are really just to get you started.

NEW DESCRIPTOR: WEIRDYou aren’t like anyone else, and that’s fine with you. People don’t seem to understand you—they even seem put off by you—but who cares? You understand the Ninth World better than they do because you’re weird, and so is the world you live in. The concept of “the weird” is well known to you. Strange devices, ancient locales, bizarre creatures, storms that can transform you, living energy fields, and things most people can’t even name populate the world, and you thrive on it. You have a

special attachment to it all, and the more you discover about the weirdness in the world, the more you might discover about yourself.

Weird characters might be mutants or born with strange qualities, but sometimes they started out “normal” and adopted the weird by choice.

You gain the following abilities:Inner Light: +2 to your Intellect Pool.Distinctive Physical Quirk: You have a

unique physical aspect that is, well, bizarre. For example, perhaps instead of hair, you have metal spikes on your head. Perhaps your hands don’t connect to your arms, although they move as if they do. Maybe a third eye stares out from the side of your head, superfluous tendrils grow from your back, or you have no nose. Whatever it is, your quirk might be a mutation, a biomechanical transformation, or a feature with no explanation.

A Sense for the Weird: Sometimes—at the GM’s discretion—weird things relating to the numenera or its effects on the world seem to call out to you. You can sense them from afar, and if you get within long range of such a thing, you can sense whether it is overtly dangerous or not.

Skill: You are trained in numenera knowledge.

Inability: People find you unnerving. The difficulty of all tasks relating to pleasant social interaction is increased by one step.

Body infiltrator, anoetic cypher: level

1d6 + 1. Handheld device that allows user

to fuse her body into another creature’s

body, taking control of it for one hour.

Exists Partially Out of Phase, page 60

Howls at the Moon, page 64

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INJECTING THE WEIRD

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.1. It seemed weird, so why not?2. Whether the other PCs realize it or not, their

mission has to do with something weird that you know about, so you got involved.

3. As an expert in the weird, you were specifically recruited by the other PCs.

4. You felt drawn to join the other PCs, but you don’t know why.

NEW FOCUS: MASTERS INSECTSYou are a master of the hive mind, controller of those with compound eyes, friend to all that fly and flitter. It’s a weird skill—as you’ve been told far too many times—but you’ve seen the benefits both in and out of battle, and you’ve fully embraced it.

Your dress likely bears some mark of your predilections. Perhaps you use goldgleam or other insectoid elements to adorn yourself, or perhaps your cloth is the rainbow hue of a beetle’s back. Butterflies and other insects sometimes alight on your person even when you don’t purposefully call them.

Nanos are most often the masters of insects—or swarm lords, as they’re sometimes

called—simply because dealing with insects is mentally taxing, and they are usually the characters most able to cope.

Connection: Choose one of the following.1. Pick one other PC. This person seems

deathly afraid of some or all kinds of insects and has a watchful eye on you.

2. Pick one other PC. Your insects are attracted to this person for reasons you cannot understand.

3. Pick one other PC. You are indebted to this character for an act of kindness in the past.

4. Pick one other PC. This character has an insect-shaped birthmark, mole, or other feature. Does it mean something?

Additional Equipment: You have an oddity that makes random insect noises when you press a button.

Minor Effect Suggestions: The insect swarm is particularly thick and angry, and everyone within it suffers 1 point of damage this round.

Major Effect Suggestions: Everyone within the insect swarm suffers 3 points of damage this round.

Masters Insects GM Intrusions: You might think you have perfect control of the hive mind, but that’s not always how it works. Telepathic connections break. A swarm receives an incorrect signal. Accidental stings or bites occur.

Goldgleam, page 180

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Tier 1: Influence Insects (1 Intellect point). Insects within short range will not harm you or those you designate as allies for one hour. Action to initiate.

Tier 2: Control Insects (2 Intellect points). Insects within short range do as you telepathically command for ten minutes. Even common insects (level 0) in large enough numbers can swarm about a single creature and modify its task difficulty by one step to its detriment. Action to initiate.

Tier 3: Insect Armor (4 Intellect points). If you’re in a location where it’s possible for insects to come, you call a swarm of insects around you for one hour. They crawl over your body and fly around you in a cloud. During this time, the difficulty of Speed defense tasks is decreased by one step, and you gain +1 to Armor. Action to initiate.

Tier 4: Call Swarm (4 Intellect points). If you’re in a location where it’s possible for insects to come, you call a swarm of common insects to you that remain for one hour. During this hour, they do as you telepathically command as long as they are within long range. They can swarm about and modify any or all creatures’ task difficulties by one step to their detriment. While the insects are in long range, you can

speak to them telepathically and perceive through their senses. Action to initiate.

Tier 5: Insect Companion. You gain a flying insect as a constant companion. It is level 4, probably the size of a small dog, and follows your telepathic commands. You and the GM must work out the details of your creature, and you’ll probably make rolls for it in combat or when it takes actions. The insect companion acts on your turn. As a level 4 creature, it has a target number of 12 and a health of 12, and it inflicts 4 points of damage. If your insect companion dies, you can hunt in the wild for 1d6 days to find a new companion. Enabler.

Tier 6: Deadly Swarm (6 Intellect points). You call a swarm of insects in a place where it is possible for insects to come. They remain for ten minutes, and during this time, they do as you telepathically command as long as they are within long range. They can swarm about and modify any or all creatures’ task difficulties by one step to their detriment, or they can focus the swarm and attack all creatures within immediate range of each other (all within long range of you). The attacking swarm inflicts 4 points of damage. While the insects are in long range, you can speak to them telepathically and perceive through their senses. Action to initiate.

Insect swarms don’t typically have game

stats, but if needed, a typical swarm is level 2. Only attacks that

affect a large area affect the swarm.

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INJECTING THE WEIRD

NEW FOCUS: SEES BEYONDUnlike most people, you know there are far more than three dimensions. More colors than can be found in the rainbow. More things in the world than most can see, sense, or even understand. With practice and help (through drugs, lenses, manipulated energy fields, or a combination of all three), you can perceive things that others cannot.

What you see in other dimensions has changed your understanding of even the most basic things like weapon and dress. Where others might see your drab outfit and plain weapons, you see something entirely different—myriad colors and patterns that showcase your unique vision of the world. Your weapons likely bear marks of other dimensions as well.

Connection: Choose one of the following.1. Pick one other PC. You are fairly certain

that this character doesn’t believe that your abilities are real.

2. Pick one other PC. You see a gathering of energy and colors on this character that seem to imply that she too can See Beyond. Whether you ask her about it is up to you.

3. Pick one other PC. Whenever this character is near, your abilities seem to take longer and become more difficult.

4. Pick one other PC. Wherever this character goes, you are aware of the general distance and direction of his location.

Additional Equipment: You have a single item of your choosing—drugs, lenses, or a piece of the numenera—that helps you perceive things that others cannot.

Minor Effect Suggestions: The period of concentration needed is cut in half.

Major Effect Suggestions: You see even more than you normally do and can ask the GM one question about what you’re looking at.

Tier 1: See the Unseen. You can perceive creatures and objects that are normally invisible, out of phase, or only partially in this universe. When looking for things more conventionally hidden, the difficulty of the task is also reduced by one step. Enabler.

Tier 2: See Through Matter (3 Intellect points). You can see through matter as if it were transparent (or you had “x-ray vision”). You can see through up to 6 inches (15 cm) of material for one round, although some materials might be harder to see through than others. Action.

Tier 3: Find the Hidden (4+ Intellect points). You see the traceries of objects as they move through space and time. You can sense the distance and direction of any specific inanimate object that you once touched. This takes anywhere from one action to hours of concentration, depending on what the GM feels is appropriate due to time, distance, or other mitigating circumstances. However, you don’t know in advance how long it will take. If you use at least two levels of Effort, once you

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have established the distance and direction, you remain in contact with the object for one hour per level of Effort used. Thus, if it moves, you are aware of its new position. Action to initiate; action each round to concentrate.

Tier 4: Remote Viewing (6 Intellect points). Distance is an illusion, as all space is one space. With great concentration, you can see another place. This ability can be used in one of two different ways:

• Distance and direction. Pick a spot a specific distance away and in a specific direction. For one minute, you see from that vantage point, as if that was where you stood.

• Think of a place that you have seen before, either conventionally or using the other application of this power. For one minute, you see from that vantage point, as if that was where you stood.

Either application takes anywhere from one action to hours of concentration, depending on what the GM feels is appropriate due to time, distance, or other mitigating circumstances. However, you don’t know in advance how long it will take. Action to initiate; action each round to concentrate.

Tier 5: See Through Time (7 Intellect points). Time is an illusion, as all time is one time. With great concentration, you can see into another time. You specify a time period regarding the place where you now stand. Interestingly, the easiest time to view is about one hundred years in the past or future (difficulty 5). Viewing farther back or ahead grows more difficult, so that a million years in the past or future, or moments behind or ahead of the present, are both difficulty 10.

This takes anywhere from one action to hours of concentration, depending on what the GM feels is appropriate due to time, distance, or other mitigating circumstances. However, you don’t know in advance how long it will take. Action to initiate; action each round to concentrate.

Tier 6: Total Awareness. You possess such a high level of awareness that it’s very difficult to surprise you, hide from you, or sneak up on you. The difficulty of any initiative or perception task that you attempt is reduced by three steps. Enabler.

Sees Beyond GM Intrusions: Not

everything that can be seen should be seen.

Sometimes seeing too much can be

overwhelming.

A one-armed man emerges from nearby ruins. He claims that

he found a talking seskii that offered to read his

fortune in cyphers.